Neverwinter Nights 2 Walkthrough :

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Walkthrough - Wizard/Sorceror Guide

Page 1

Wizard, Sorceror, and Related Classes FAQ
-ShinesmanOffWhite, April 17, 2007
---======================================---
Table of Contents
I. Introduction [I]
II. Arcane Casters [II]
A. Section Introduction [IIA]
B. Wizard [IIB]
a. The Specialists [IIBa]
C. Sorceror [IIC]
D. Bard [IID]
E. Prestige Classes [IIE]
1. Eldritch Knight [IIE1]
2. Arcane Trickster [IIE2]
3. Pale Master [IIE3]
4. Arcane Archer [IIE4]
5. Dragon Disciple [IIE5]
6. Harper Agent [IIE6]
F. Other Classes [IIF]
III. General character building tips [III]
A. Section Introduction [IIIA]
B. Attributes [IIIB]
D. Skills of note [IIIC]
C. Feats of note [IIID]
a. General Feats [IIIDA]
b. Proficiency Feats [IIIDB]
c. Spellcasting Feats [IIIDC]
d. Metamagic Feats [IIID]
e. Item Creation Feats [IIIDE]
f. Skills and Save Feats [IIIDF]
g. Background Traits [IIIDG]
E. Calculating spell DCs [IIIE]
F. Familiars [IIIF]
IV. Discussion of spells [IV]
A. Section Introduction [IVA]
B. Abjuration [IVB]
C. Conjuration [IVC]
D. Divination [IVD]
E. Enchantment [IVE]
F. Evocation [IVF]
G. Illusion [IVG]
H. Necromancy [IVH]
I. Transmutation [IVI]
J. Recommended Sorceror Spells [IVJ]
V. Spellcasters and the AI [V]
A. Section Introduction [VA]
B. Managing Sand (and wizard NPCs) [VB]
C. Managing Qara (and sorceror NPCs) [VC]
VI. Example builds [VI]
A. Spicy Vanilla Sorceror [VIA]
B. Durable Wizard [VIB]
C. Dual Wielding Eldritch Knight [VIC]
D. Arcane Trickster [VID]
VII. Change History and Credits [VII]
MDCCLXXVI. Legal stuff [MDCCLXXVI]
---======================================---
I. Introduction [I]
This guide is intended to cover all varieties of arcane spellcasters
for the game Neverwinter Nights 2, and all of this was tested using
version 1.04 (870).
The author has played through the OC as a Wizard/Eldritch Knight, all
other information was generated in a skeleton module using information
provided by game text. The manual is flat out wrong in many cases,
notably in the requirements for Eldritch Knight.
To navigate this guide, simply use your browser's search function
to look for the outline section heading (including the brackets).
For example, to jump to the section on Conjuration spells, search
for [IVc] which will hit twice: once in the table of contents and
once in the section on Conjuration magic.
The arcane casters section discusses information specific to each of
the classes. The general character building tips covers information
that is relevant to all of the classes. The discussion of spells by
section explains what all the spells actually do and gives some ideas
on what spells to select at each level up. The final section gives
some pointers on how to make Sand and Qara less stupid in combat.
Refer to the section introductions for greater detail.
---======================================---
----------------Arcane Casters---------------- [II]
Section Introduction [IIA]
There are three "basic" classes which have arcane spells: the Wizard,
the Sorceror, and the Bard, and four prestige classes which involve
arcane magic: the Arcane Archer, the Arcane Trickster, the Eldritch
Knight, and the Pale Master. This guide covers the two main classes,
Wizard and Sorceror, as well as three of the prestige classes in
detail. Arcane Archers and Bards are discussed only in passing
because arcane magic is not the primary focus of either class. Dragon
Disciples are covered simply because both possible prerequisites are
arcane casting classes.
The majority of bard abilities are not covered in this FAQ, as there
are already good FAQs on the topic. This guide only addresses the
spellcasting abilities and their use as a base for prestige classes.
This guide does not address warlocks or divine spellcasters.
Each of the classes is given the following format:
Short Description: (A one line description of what the class does)
Prerequisites: (What you must have to get 1st level in the class)
-This only really matters for prestige classes
Casting Stat: (INT or CHA)
-(10-stat) is your maximum spell level.
(i.e. A wizard with a 17 INT cannot cast 8th level spells)
-The bonus on this stat is added to the DC of your spells
-This stat determines how many bonus spells you get
-This stat is modified by the "Spellcasting Prodigy" feat
Spell Progresssion: (How fast the class gains spells)
Recommended Races: (What races have bonuses to the casting stat)
-Races marked with a negative number have a level penalty
-Human is always a good choice, Strongheart Halfling is decent
-Drow have a bonus to both CHA and INT, but the -2 is nasty
Perks: (Why pick this class?)
Unless otherwise noted, the class suffers from arcane spell failure
when wearing armor, has low hit points, has low attack bonuses, and
is doomed to use a crossbow.
-----
Wizard [IIB]
Short Description: The basic arcane caster, gains spells the fastest
Prerequisites: 11 INT (only if selected as starting class)
Casting Stat: INT
Spell Progression: New spell level every odd character level until 17.
Recommended Races: Sun Elf, Tiefling (-1)
Perks:
-Fastest spell progression of any of the arcane casters.
-High INT also gives bonus skill points.
-Bonus feats: gets one free feat for every 5 levels
-Bonus feat: can scribe scrolls automatically
-All craft skills are class skills and are INT based
-Can sacrifice versatility for more spells by specializing
Wizards are the default choice for most players looking to switch to
a prestige class that requires a certain level of casting ability. A
wizard can switch to Eldritch Knight, Pale Master, or Arcane Trickster
at 5th level.
The scribe scroll feat is handy if the Wizard is not your crafting
character, since most characters with a rank in Use Magic Device can
use any scroll. That wizards get bonus feats and have access to all
of the crafting skills means that they're a natural choice for a
crafting character anyway.
>>>The Specialists [IIBa]
The most difficult choice in creating a Wizard character is choosing
a specialty. Generalist wizards receive less spells each day, but
get access to all of the spells. Each specialist class gets an
opposition school that they cannot cast spells from. Note that there
are no stat requirements for any specialization, and specializing in
a school doesn't make you better at that school (unless you pick the
feats or don't customize your character at creation).
In short, specialization is all about the opposition school and bonus
spells.
Table 1: Specialists and opposition schools
Specialty: Opposition: Important spells missed:
Abjuration Conjuration Mage Armor, Improved Mage Armor
Evocation Conjuration
Transmutation Conjuration
Conjuration Transmutation Statistic boosting spells, Knock
Divination Illusion Invisibility, Greater
Enchantment Illusion Invisibility, Mirror Image
Illusion Enchantment Heroism, Greater Heroism
Necromancy Divination Identify, Premonition
For the Official Campaign, Illusion is probably the best choice for a
specialist, since Enchantment as a school is a little too subtle for
a computer game.
there are three other characters (Grobnar, Qara, and Sand) that can
cast the spells that matter. None of the enchantment spells are
used in enchanting, ironically.
See the lists in section IV of this FAQ for more details of what spells
are in a school.
-----
Sorceror [IIC]
Short Description: Less selection than a wizard, more flexibility
Prerequisites: 11 CHA (only if selected as starting class)
Casting Stat: CHA
Spell Progression: New spell level every even character level until 18.
Recommended Races: Aasimar (-1)
Perks:
-Doesn't memorize spells, chooses when casting
-High CHA gives bonus to social skills
-More spells each day than a generalist Wizard
The lack of a race without an experience point penalty makes Human the
default choice for a Sorceror at low levels, though the bonus to DCs
from a Charisma bonus is very helpful at high level.
Sorcerors have a very limited number of spells to choose from and
decide which they want to cast as they cast them. This limitation
is relatively minor, there aren't that many spells you want anyway,
but it makes a Sorceror a poor choice for a crafting character.
The flexibility of choosing spells when cast is very handy for a full
time caster, but isn't as great if the primary purpose of the
character is magical enhancement of a melee heavy party.
-----
Bard [IID]
Short Description: Jack of most trades, including arcane casting
Prerequisites: 11 CHA (only if selected as starting class)
Casting Stat: CHA
Spell Progression: Slower, highest spell is level 6
Recommended Races: Aasimar (-1)
Perks:
-Doesn't memorize spells, chooses when casting
-Lots of skill points
-High CHA gives bonus to social skills
-Some healing and clerical spells
-Bard abilities
-Better base attack bonus, can wear some armor without penalty
A bard isn't primarily an arcane caster, but their spellcasting does
qualify them for prestige classes which require arcane magic.
This FAQ will only address the use of bards as a starting point for
prestige classes. Note that a bard must be level 2 to have level 1
arcane spells for Arcane Archer and level 7 to have level 3 spells
for Eldritch Knight, Arcane Trickster, and Pale Master.
Note that the prestige classes do not give bonuses to the bard's other
abilities, just spellcasting.
-----
Prestige Classes [IIE]
Note that you cannot take more than 10 levels of any prestige class,
so you cannot be a 5 wizard/15 eldritch knight.
---Eldritch Knight [IIE1]
Short Description: Multi-classed fighter and mage.
Prerequisites: Martial weapons feat, 3rd level arcane spellcasting
Casting Stat: Same as casting class
Spell Progression: Same as casting class except nothing at 1st level.
Recommended Races: Same as casting class
Perks:
-High base attack bonus
-Free feats at 1st level (Combat Casting, Skill Focus)
The main benefit to taking levels of Eldritch Knight instead of a
normal casting class is that you receive +1 to hit every level instead
of every other level. This means you might actually hit an enemy
with a high AC. The investment for this class is actually relatively
minor, more or less switching the Martial Weapon feat for Combat
Casting and then picking up Combat Casting from the class bonus. You
lose one casting level at the switch. Taking a level of fighter or
paladin or ranger will give you the required martial weapons feat, as
well as the armor feats. Note that a mithril large shield and
several of the exotic material small shields have no arcane casting
penalty, and the OC has a chain shirt (bought from Deekin in
Neverwinter) that gives no arcane casting penalty, so armor feats
are worth having. The Practiced Spellcaster feat can compensate for
the lost casting levels somewhat.
Just for the record, a Paladin/Sorceror Eldritch Knight will not have
9th level spells by 20th with 2 levels of Paladin for the save bonus.
---Arcane Trickster [IIE2]
Short Description: Multi-classed thief and mage.
Prerequisites: 3rd level arcane, +2d6 sneak attack (level 3 rogue)
Lore 7, Disable Device 7, Tumble 7, Spellcraft 4
Casting Stat: Same as casting class
Spell Progression: Same as casting class
Recommended Races: Same as casting class
Perks:
-Sneak attack continues to improve
-Impromptu Sneak Attack ability
-4+INT skill points per level, access to most rogue skills
An arcane trickster can have 9th level spells by character level 20
only if the casting class is wizard. Like the Eldritch Knight, the
Trickster benefits from the Practiced Spellcaster feat to recoup some
of the loss of levels from multiclassing. Note that the trickster
does *not* get the Use Magic Device skill as a class skill.
---Pale Master [IIE3]
Short Description: Mage with defensive bonuses and wacky tricks
Prerequisites: 3rd level arcane spells, non-good alignment
Casting Stat: Same as casting class
Spell Progression: As casting class, but only on odd levels
Recommended Races: Same as casting class
Perks:
-AC bonuses at 1st, 4th, and 8th
-+3 hp/level at 5th (retroactive to all character levels)
-Immune to Stun, Hold, and Paralyze at 7th
-Immune to Critical Hits at 10th
-Can summon undead
-Paralyze/Slay touch attack
Note that the first level of Pale Master is essentially "free" in
that you don't lose any casting levels to take it. This makes taking
one level of Pale Master appealing to Eldritch Knights in particular,
though mages in general want AC wherever they can find it. The only
cost is that you cannot be Good, and in the case of wizards you may
miss out on bonus feats.
The main benefit to taking levels of Pale Master is survivability.
Mages are fragile things, and +60 hp at 20th level is not laughable.
The problem is that a 10 Wizard/10 Pale Master will not get 9th level
spells (effective casting level of 15). 15 Wizard/5 Pale Master
might be a better plan.
---Arcane Archer [IIE4]
Short Description: Archer that requires some spell casting ability
Prerequisites: 1st level arcane spells, +6 BAB, Elf or Half-Elf
Weapon Focus: Longbow or Shortbow, Point Blank Shot
Casting Stat: Same as casting class
Spell Progression: None
Recommended Races: Elf (any) or Half-Elf
Perks:
-Free magical arrows
-Special arrow abilities
The only reason this class is discussed here is because it requires
one level of arcane casting. Most people who use the class play it
as a dedicated archer.
While two levels of Bard are required for the level 1 casting, the
additional abilities probably make that a better choice than a level
of wizard or sorceror, neither of which provides any real bonus to
what is, in essence, a fighter class. Two levels of bard also gives
the same base attack bonus improvement as one level of wizard and
one level of fighter anyway. Be careful of multiclassing penalties
when qualifying for this class.
---Dragon Disciple [IIE5]
Short Description: High hit points, stat bonuses, and immunities
Prerequisites: Bard or Sorceror, 8 ranks in Lore
Casting Stat: CHA
Spell Progression: None
Recommended Races: Any
Perks:
-High (d12) hit dice
-Stat bonuses at even levels
This class is slightly different from the version in the original
Neverwinter Nights in that the hit die starts at d12. Since it
provides no spellcasting bonuses whatsoever other than minor stat
bonuses, the only point of interest is the extra hit points and AC.
Pale Master provides these abilities without completely sacrificing
spellcasting abilities.
---Harper Agent [IIE6]
Short Description: Quasi-bard class
Prerequisites: A spellcasting class, Alertness, Iron Will
8 Diplomacy, 4 Lore, 2 Survival, cannot be evil.
Casting Stat: as base class
Spell Progression: as base class, but no progress at 1st level
Recommended Races: as base class
Perks:
-Extra skill points
-Higher hit die than mage classes
-Some rogue skills (not Use Magic Device, Open Lock, Disable)
-A variety of wacky and dubiously useful abilities
This class is pretty steep on requirements. It provides a few extra
hp and a slightly better base attack bonus over a wizard or sorceror,
as well as quite a few skills. Overall, unless there's a reason
within a campaign or it's just in character, this class offers nothing
of interest.
-----
Other Classes [IIF]
Most of the other classes offer little to a practitioner of arcane
magic. Notably, the Duelist could have been useful, but the AC bonus
is limited to the character's Duelist level.
Divine and arcane caster combinations have been proposed for "ultimate
crafter" builds, but these are of dubious value in the official
campaign.
The old trick of taking a Paladin level as a Sorceror for the saving
throw bonus no longer works as well (you have to take two levels). A
similar trick is to use the Warlock ability "Dark One's Own Luck" which
has the same effect, although you have to turn it on again after resting.
---======================================---
----------------General character building tips---------------- [III]
Section Introduction [IIIA]
This section gives descriptions of some of the nuts and bolts of the
system, including recommended feats and skills. Many of these
abilities work the same for any class, and their utility to the
various arcane classes is discussed.
For examples of actual builds and specific recommendations, see
section VI.
-----
Attributes [IIIB]
When buying attributes, note that raising attributes increases in cost
as you increase the attribute according to the following table:
Racial Bonus or penalty:
Stat- -4 -2 0 +2
4 0 n/a n/a n/a
5 1 n/a n/a n/a
6 2 0 n/a n/a
7 3 1 n/a n/a
8 4 2 0 n/a
9 5 3 1 n/a
10 6 4 2 0
11 8 5 3 1
12 10 6 4 2
13 13 8 5 3
14 16 10 6 4
15 n/a 13 8 5
16 n/a 16 10 6
17 n/a n/a 13 8
18 n/a n/a 16 10
19 n/a n/a n/a 13
20 n/a n/a n/a 16
You start with 32 points and all stats at the "0" level in the table.
You may add +1 to any stat at character level 4, 8, 12, 16, and 20.
The Dragon Disciple class is the only other way to permanently modify
your statistics. Items and spells can give temporary bonuses, but
only the highest temporary bonus applies (i.e. if you have an item
that gives +3 charisma and cast Eagle's Splendor, which gives +4,
you would only receive the +4 bonus and not +7 total).
Note that odd stats do not provide any bonus, so a 33 CHA is the same
as a 32 CHA for purposes of mechanics.
-Strength
Unless the character intends to engage in melee (i.e. an Eldritch
Knight), this stat is of dubious value. Strength affects weight
carried and provides a bonus to hit and a bonus to damage with melee
weapons equal to the modifier (i.e. +1 at 12 strength).
Strength does not affect any skills.
-Dexterity
Dexterity provides a bonus to attack (not damage) with ranged weapons,
gives a dodge bonus to AC (limited by armor), and a bonus to reflex
saves. This stat is very useful at low levels for mages, but once
the character learns spells like stoneskin and has enough spells to
avoid falling back on physical attacks it becomes irrelevant except
for Reflex saves.
Dexterity gives a bonus to Hide, Move Silently, Open Lock, Parry, Set
Trap, Sleight of Hand, and Tumble skill rolls.
-Constitution
This stat affects hit points gained each level and fortitude saves.
Since mages don't get many hit points, this is important at all times.
Constitution affects only one skill, concentration, but this is a
critical skill to any spellcaster because it determines if a spell
will be interrupted.
-Intelligence
Affects the number of skill points you get. There aren't that many
critical skills, so this isn't that crucial in general but it never
hurts. This stat sometimes affects dialogue options, depending on
the campaign.
This is a Wizard's primary spellcasting stat, so it affects DCs of
spells (see E of this section), maximum spell level, and bonus spells.
A wizard should start with as high of an INT as reasonably possible.
Intelligence gives a bonus to Appraise, Craft Alchemy, Craft Armor,
Craft Trap, Craft Weapon, Disable Device, Lore, Search, and
Spellcraft.
-Wisdom
Wisdom affects divine spellcasting and will saves. It isn't that
useful to arcane casters, since all of them receive Will as a high
high save except for Eldritch Knights and Arcane Archers. It also
may affect dialogue options, depending on the campaign.
Heal, Listen, Spot and Survival gain bonuses based on Wisdom.
-Charisma
Charisma only affects skills and may also affect dialogue options,
depending on the campaign.
This is a Sorceror's (and a Bard's) primary spellcasting stat, so it
affects DCs of spells (see E of this section), maximum spell level,
and bonus spells. A sorceror should start with as high of a CHA as
reasonably possible.
Bluff, Diplomacy, Intimidate, Perform, Taunt, and Use Magic Device
gain bonuses based on Charisma.
-----
Skills of note [IIIC]
-Appraise (Int): Affects your ability to buy and sell goods. Cash is
pretty easy to find late in the game, so this isn't a critical skill,
but it's worth boosting your Int and your skill for big purchases.
-Bluff, Diplomacy, Intimidate (Cha): Used in dialogue. In the official
campaign, you can often use any one of the three to get the same
result, so having all three is probably overkill.
-Concentration (Con): The only skill that is truly critical to a
spellcaster, Concentration is what determines if your spells are
disrupted when you take damage and is also used to avoid getting hit
in the first place if you have Combat Casting. This skill should
always be maxed on any full time spellcaster.
-Heal (Wis): This skill isn't very important in the official campaign
(you can just rest), but it's handy for removing poison and disease.
-Lore (Int): Generally not that important, you can just cast Identify
and ignore this skill. It comes up once or twice in conversations in
the official campaign. In settings where resting is more obnoxious,
this can be convenient to have. Bards and Harper Agents get a bonus
equal to their level to this skill.
-Spellcraft (Int): If you have this skill and the right spell in
memory, you can attempt to counterspell if you succeed at the roll.
This is not that important in the official campaign, it's usually
easier to just kill the enemy instead of waiting to counterspell, but
the skill also gives +1 to saves against spells for each 5 points,
which is handy.
-Tumble (Dex): This skill gives +1 to AC for every 10 real points in
the skill, so Dex bonuses don't help. It also gives you a (DC 15)
chance of avoiding attacks of opportunity for moving in combat, which
is handy if you're a mage and you're trying to get out of the thick
of a fight.
-Use Magic Device (Cha): Sometimes referred to as "Use Monk Device",
this skill lets you use items which are normally restricted to other
classes. Low level Monk robes give AC bonuses but don't cause arcane
spell failure and Monk boots give dodge bonuses to AC. Being able to
use clerical scrolls is also sometimes worthwhile, especially if you
have a cleric that can scribe scrolls.
-----
Feats of note [IIID]
Feats fall into a couple of broad categories. At first level, pay
special attention to the Background Trait feats, which can't be taken
later. Spellcasting Prodigy is an excellent choice for most casters.
This guide does not include a complete list of feats, just ones that
are likely to appeal to arcane spellcasters.
---General Feats [IIIDA]
-Improved Initiative: This feat is one of the few ways to affect
your initiative roll, and sometimes going first is critical to victory,
but it's not necessary or important for the official campaign.
-Toughness: Mages of all kinds tend not to have very many hit points,
so if you skimped on constitution when assigning stats, pick this feat
up.
---Proficiency Feats [IIIDB]
-Martial Weapons: Prerequisite for the Eldritch Knight class. You
actually have to have the feat, which means taking a class with the
feat or taking the feat itself. Single martial weapons (i.e. the Elf
bonus weapons) are not enough.
-Shield Proficiency: Mithril large shields do not give an arcane
spell failure and can be enchanted to provide substantial defense.
---Spellcasting Feats [IIIDC]
These are the feats that can be chosen as bonus feats by Wizards
at every 5th level. Note that if you pick up a prestige class and
are not gaining "real" Wizard levels, you do not get these bonus feats.
-Augment Summoning: Does not appear to actually exist in game.
-Combat Casting: This feat allows the caster to make a Concentration
check to avoid attacks of opportunity when casting in melee. It's
also a pain to keep turning it on. Do *not* take this feat if you
plan to become an Eldritch Knight, the class gets it automatically.
-Practiced Spellcaster (requires 4 spellcraft): This feat is handy
for multi-classed mages who have class levels which do not increase
their casting levels such as the first level of Eldritch Knight or
the rogue levels that an Arcane Trickster takes. The feat increases
your casting level by 4 to a maximum of your character level. In
English, this means that a level 3 Rogue/5 Wizard/1 Arcane Trickster
would learn and memorize spells as a level 6 wizard (5+1), but would
cast a 9d6 Fireball (as a 9th level wizard) with this feat. On the
other hand, a level 6 Wizard with the feat would still be casting a
6d6 (6th level) Fireball because his class level is the same as his
character level and the feat does nothing.
-Spell Focus, Greater Spell Focus: These feats increase the DCs of
spells cast by the mage in the school of focus. Since so few things
affect spell DCs, these are excellent feats and are critical to
offensive spellcasters. Evocation, Necromancy, and Conjuration are
the usual choices for these feats, though Transmutation has a few
spells as well.
-Spell Penetration, Greater Spell Penetration: These feats increase
the chance of a spell to defeat the spell resistance of a target.
This isn't usually a big deal in the official campaign, but resisted
spells make wizards useless, so it's not a bad feat to have. The base
for the spell resistance roll is the casting level of the mage, so
the Practiced Spellcaster feat may be a better first step for some
characters.
---Metamagic Feats [IIIDD]
These are also available as Wizard bonus feats. They allow you to
modify the way a spell works, but they make it occupy a higher level
spell slot than normal. This can be used to make low level spells
better than high level spells. Not all spells can be used with all
feats. You cannot, for example, Extend a Fireball.
-Empower Spell: All dice in an empowered spell's effects are increased
by 50%. This feat is generally used with direct damage spells, and
increases the level of the spell by two.
-Extend Spell: The spell's duration is doubled. This effect is useful
at low levels for long duration spells such as Mage Armor so that
they don't wear off halfway through a dungeon, and is also useful
at medium levels to increase the duration of short duration spells
like Haste. At high levels, most spells last long enough that this
spell is unnecessary. The spell is memorized as if one level higher.
-Maximize Spell: All dice in a maximized spell's effects automatically
roll the highest number possible. This feat is used on the same spells
as Empower, and the two are similar in results. A 10d6 fireball that
is Empowered does 52.5 damage on average, a Maximized 10d6 fireball
does 60 damage (assuming, in both cases, that the target doesn't save).
A maximized spell takes up a slot three levels higher.
-Persistent Spell: This is Extend Spell's bigger brother, and requires
the basic version as a prerequisite. By increasing the effective
level by 6, the spell will last 24 hours. Since this can only affect
0-3rd level spells, it has limited use, but 24 hour duration Haste
is very worthwhile, even as a 9th level spell.
-Quicken Spell: This feat allows the mage to cast spells faster. The
documentation claims a "free" action, but in practice all this means
is that the character doesn't wait until the turn is up to cast the
spell. By alternating quickened and unquickened spells, the character
can cast twice as fast. The cost, though, is that the quickened
spells take up slots 4 levels higher than normal.
-Silent Spell: This feat is of dubious value in the official campaign,
since not many enemies use silencing effects. Spells are cast as if
one level higher, and may be cast when silenced.
-Still Spell: Eldritch Knights who take levels of Fighter or such
might consider this feat so that they can wear plate and cast spells.
Since the official campaign includes armor that can be worn safely
and mages have so many other defensive tricks, this is generally not
worth it. Spells are cast as if one level higher, arcane spell
failure is 0.
---Item Creation Feats [IIIDE]
These are self-explanatory and are covered in great detail in other
FAQs. Notably, Wizards get one of them (Scribe Scroll) at 1st level
automatically.
---Skills and Save Feats [IIIDF]
The skill feats are useless because there are easier ways to increase
skills. While some of these may become worthwhile for Fighters due
to their abundance of feats, mages tend to have many better choices.
Alertness is required for Harper Agents.
The save feats (Iron Will, Great Fortitude, and Lightning Reflexes)
may be useful in situations where saving throws are more critical, but
they generally aren't worth it in the official campaign. Iron Will
is required for Harper Agents.
---Background Traits [IIIDG]
Most of the background trait feats provide similarly small bonuses
and are of dubious value, but there are a few worth considering
spending a feat on:
-Blooded and Thug give a bonus to initiative (+2), which is difficult
to get almost anywhere else.
-Luck of Heroes gives a +1 to all saves and a +1 luck bonus to AC.
-Mind over Body gives a small bonus to hit points.
-Spellcasting Prodigy gives +2 to your spellcasting stat, but only
for determining DCs and bonus spells.
Confusingly, you also choose a background trait during character
creation. This is a separate process and does not use any of your
feat choices. These are self-explanatory. Be careful of choosing
ones which reduce your saving throws.
-----
Calculating spell DCs [IIIE]
The DC of a spell is equal to 10 + the level of the spell + the bonus
to the caster's primary stat + spell focus (if any).
For example, a level 1 Sorceress with a 16 CHA casts a Sleep spell.
She doesn't have focus: enchantment, but does have the spellcasting
prodigy feat, so her CHA is considered to be 18. The DC of the spell
is 10 + 1 + 4 + 0 or 15.
Much later, the Sorceress has become much more powerful, but still
likes to cast Sleep to deal with pesky apprentices. At level 18, she
now has a CHA of 20, a cloak that gives +6 CHA, and the spell focus
in enchantment, so the DC is 10 + 1 + 9 (20+6+2 CHA) + 0 or 19. The
apprentice, who has a +6 will save, needs a 13 to stay awake.
Trying again, the Sorceress uses a metamagic feat to cast an Extended
version of the Sleep spell. The spell counts as a level 2 spell for
the number of spells she can cast today, but the saving throw is the
same since it's still innately a level 1 spell.
If the Sorceress were to cast Hold Person instead, she would note that
even though the spell is level 3 to a Sorceror, it is innately a level
2 spell and the DC is determined as if it were a level 2 spell.
If she got sick of the kid stuff and just decided to cast Wail of the
Banshee (a Necromancy spell) instead, the DC would be 10 + 9 + 9 + 2
(she's got Greater Spell Focus in Necromancy) or 30. The apprentice,
with a +2 fortitude save, can only survive on a natural 20.
The major benefit of being a race with a bonus to a casting stat, such
as an Aasimar Sorceror, is the additional +1 DC. This just isn't
worth it at low levels, but at high levels it's sometimes the only
thing that matters.
-----
Familiars [IIIF]
Both Wizards and Sorcerors get a familiar. The actual beast itself
isn't particularly stunning (a level 15 cat still does less than 0
damage with all three attacks) so the primary benefit of a familiar
is the minor bonus, usually a skill or save bonus.
Beetles (+1 hp/level) are a good choice for combat mages, but remember
that you only get the bonus while the familiar is out. The cat is
a decent stealthy scout.
You can control familiars (click on their portrait), and they do make
useful decoys to "disarm" traps. You take 1d6 damage when they die,
so be careful with them at low levels.
Familiars level up along with you, though they don't really gain much
more than a few hit points.
---======================================---
----------------Discussion of spells---------------- [IV]
A. Section Introduction [IVA]
This is just a list of the spells in the game and my personal take on
them. Each spell is given a short description and a 1-5 rating.
1: The spell is almost totally useless.
2: The spell has one or two uses, but is generally bad.
3: The spell is worth learning, but not exceptional.
4: The spell is a "must have" and is very useful.
5: The spell is a reason to have a mage in the party.
#: This spell is safe to give to AI controlled characters.
*: The AI is too stupid to use this spell. Do not have an AI
controlled character memorize it. If you can't unmemorize it, i.e.
it's a Sorceror, then just learn to live with them casting it every
fight or turn off their spellcasting.
Note that bards do not learn many of these spells and learn some of
these spells at different levels! This is only a spell list for
Wizards and Sorcerors.
-----
B. Abjuration [IVB]
---Level 0:
2*: Resistance: Gives +1 to all saves for 2 turns.
//This spell would be more useful it lasted a little longer.
---Level 1:
3*: Endure Elements: 10/- elemental damage resistance, absorbs 20.
//Lasts a long time, saves you from traps early on.
4*: Protection from Alignment: +2 AC (Def), +2 saves, immunity to
mind affecting spells cast by evil enemies.
//Protection from mind spells is great. AI casting protection from
//Good on the entire party during a fight is mind-affecting.
4: Shield: Gives a +4 shield AC bonus.
//If you have a shield, this will not stack with the magical bonus
//of that shield, but will stack with the base AC. Otherwise, it's
//a +4 AC bonus that works with anything. Duration is short at low
//levels, but gets better.
---Level 2:
2: Lesser Dispel: Dispels all effects on target or top effect on group.
DC is 11 + Spell level, add your caster level (max 5) to roll.
//This is primarily used for counterspells. Use the Spell Breaches
//to disrupt enemy mage defenses. It can also be used to remove
//hostile spells from your party. This spell is used in an early
//quest.
3*: Protection From Arrows: Absorbs 10/magic ranged damage.
//Not too many enemies with ranged attacks in the Official Campaign.
1*: Resist Energy: 20/- elemental damage resistance, absorbs 30.
//The duration of this spell is too short to make it useful.
---Level 3:
3: Dispel Magic: Dispels all effects on target or top effect on group.
DC is 11 + Spell level, add your caster level (max 10) to roll.
//This is primarily used for counterspells. Use the Spell Breaches
//to disrupt enemy mage defenses. It can also be used to remove
//hostile spells from your party.
3*: Magic Circle Against Alignment: Same effect as Prot. Align above,
but in a 10' radius around the caster.
//Unlike the level 1 version, this spell doesn't last as long.
3: Protection From Energy: 30/- elemental damage resistance, takes 40.
//Like the level 1 version of this spell, this lasts 24 hours.
---Level 4:
2*: Least Spell Mantle: Absorbs d4+4 levels of spells.
//In mage-on-mage duels, this spell would be great. Unfortunately,
//the only duel in the official campaign isn't exactly against a mage.
//Duration is very short.
3*: Lesser Globe of Invulnerability: Level 3 and lower spells blocked.
//In a mage-heavy party, one character (an Eldritch Knight) can cast
//this and safely be a "decoy" while the other mages pound the area
//with fireballs. Not necessary on lower difficulty levels. Also
//provides some protection against low level mages.
4: Lesser Spell Breach: Removes two protections, reduces SR by 3.
//This is a better way of handling mage defenses than Dispel, since
//it always works and drops their spell resistance (if any) as well.
2#: Remove Curse: Removes a curse.
//I didn't find any curses in the official campaign, and the bestow
//curse spell isn't exactly devastating.
5#: Stoneskin: 10/Adamantine damage resistance, absorbs 10/level.
//This is it, the spell that makes the Abjuration school worthwhile.
//Bizarre that Greater Stoneskin is Transmutation, but it's worth
//noting that no mage has Abjuration as an opposition school, so this
//may be intentional.
---Level 5:
3#: Dismissal: Unsummons enemy summoned creatures.
//Not too many enemies use summons, so not a big deal, but those that
//do tend to be very annoying.
2*: Lesser Mind Blank: Immunity to mind spells.
//Protection from Alignment has a much longer duration, and most of
//the enemies in the game are evil. Why use a level 5 spell when a
//level 1 spell does it better?
2*: Lesser Spell Mantle: Absorbs d6+6 levels of spells.
//It's probably worth having one of this line of spells, and level 5
//doesn't have that many great spells, so I tend to take this one.
//Don't teach it to an AI controlled Sorceror.
---Level 6:
3*: Globe of Invulnerability: Level 4 and lower spells blocked.
//Like the Lesser Globe, this spell can be used to protect the caster
//not just from enemies, but from allies.
3: Greater Dispel Magic: Dispels all effects on target or top effect
on group. DC is 11 + Spell level, add your caster level (max 15) to
roll.
//This is primarily used for counterspells. Use the Spell Breaches
//to disrupt enemy mage defenses. It can also be used to remove
//hostile spells from your party.
4: Greater Spell Breach: Removes four protections, reduces SR by 5.
//This is a better way of handling mage defenses than Dispel, since
//it always works and drops their spell resistance (if any) as well.
---Level 7:
3: Banishment: Kills summoned creatures and outsiders
//Like Dismissal, except that it works on outsiders (Demons, Devils,
//Archons, Celestials, etc...) as well. One area in the official
//campaign has a fair number of these.
3*: Energy Immunity: Gives 100% immunity to one elemental type.
//This spell makes fighting dragons and fire elementals a lot easier.
2*: Spell Mantle: Absorbs d8+8 levels of spells.
//See comments on other spells of this line. If you have nothing else
//to get, it isn't bad, but don't expect to use it much in the
//official campaign.
---Level 8:
3*: Mind Blank: Protects all allies from mind-affecting spells.
//Again, since almost all enemies are evil, the level 1 spell does
//this relatively well. This does have the convenience of protecting
//the whole party with one spell, though, and by the time you get
//this, the 1 minute/level duration is plenty.
3*: Protection From Spells: +8 to all saves on spells for 1/4 levels.
//Big saving throw bonus, which would be great if your party is going
//up against things that cast Wail of the Banshee or other spells of
//mass destruction, but the official campaign doesn't call for it.
---Level 9:
2*: Greater Spell Mantle: Absorbs d12+10 levels of spells.
//If you're really into dueling mages, this is your spell. The rest
//of the world has better things to do with their 9th level slots.
3*: Mordenkainen's Disjunction: Dispels all effects on target or top
effect on group. DC is 11 + Spell level, add your caster level (max
20) to roll. Reduces SR of all targets in area of effect by 10.
//The main benefit to this is that it reduces the spell resistance
//of a group of targets, which could be great for fighting groups of
//drow or other resistant targets. Otherwise, it's just a big dispel
//magic.
-----
C. Conjuration [IVC]
---Level 0:
3: Acid Splash: does 1d3 acid damage to target
//Ray of frost does better damage, but this is perfect for finishing
//off trolls and has better range.
3: Ray of Frost: does 1d4+1 cold damage to target.
//The best damage for the level.
---Level 1:
3*: Grease: Targets in area fall down or move at reduced speed.
//This spell does something even if opponents make their save, which
//makes it handy for slowing down the charge of enemies. A low level
//spell that retains its utility for the long haul, though usually
//you're better off just killing your enemies instead of playing with
//them.
4#: Mage Armor: +4 armor bonus
//This spell essentially adds a +4 enchantment to whatever armor the
//character is wearing (if any). If the character already had a suit
//of Leather Armor +2, this spell would only add 2 AC. With a 1hr/lvl
//duration, this spell is great for defending every party member.
3: Summon Creature I: Summons a wolf.
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either.
---Level 2:
4#: Melf's Acid Arrow: Deals 3d6 acid damage +1d6/round
//Staple attack spell for level 2. Nothing special, but solid.
3: Summon Creature II: Summons a dire badger.
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either.
3*: Web: Targets are held or move at reduced speed.
//Like Grease, this spell works even against enemies that make their
//saves. Note that there is a cloak in the game that makes the wearer
//immune to this spell, which makes it easier to use. Again, you're
//probably better killing your enemies than playing with them, but
//this spell is great for archer or mage heavy parties.
---Level 3:
4#: Flame Arrow: Deals 4d6 fire damage per 4 levels.
//Unlike fireball, safe to use with parties at higher difficulty
//settings. The damage does not cap at 10d6, which is nice.
5#: Improved Mage Armor: +6 armor bonus
//Works exactly like the level 1 Mage Armor spell, except +6 instead
//of +4. Cast it on the whole party and run around in nonmagic armor.
3: Mestil's Acid Breath: 1d6/level acid damage to cone area
//It's not as good as fireball, but may be safer to use in parties.
3*: Stinking Cloud: Targets are dazed and stay dazed after they leave.
//Doesn't keep the enemy from moving, and doesn't have any effect if
//they save. Web and grease are better, though notably you can make
//your own party immune to mind-affecting and let them walk in the
//cloud safely.
3: Summon Creature III: Summons a dire wolf.
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either.
---Level 4:
3*: Evard's Black Tentacles: Summons a field of tentacles that damage
and paralyze their targets.
//This spell is vaguely disturbing to watch, but it deals damage and
//paralyzes a small area of targets. The tentacles don't attack your
//allies, which makes it useful for long, drawn out melee fights.
//The tentacles don't allow a spell resistance roll, just a save.
3: Summon Creature IV: Summons a Dire Boar
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either.
---Level 5:
3: Lesser Planar Binding: Paralyzes an outsider or summons a creature.
//Used as a summoning spell, this lasts a lot longer than the vanilla
//"Summon Creature N" spells. The paralyzing option does not allow
//for spell resistance.
2: Summon Creature V: Summons a Shadow Mastiff
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either. The
//Planar Binding creatures are weaker, but last ten times as long.
4: Vitriolic Sphere: Explosion that deals 1d4/level acid damage, to
a maximum of 15d4. if targets fail reflex save they take half damage
the next round, if they fail save then they take 1/4 damage the third.
//While this spell doesn't initially do as much damage as Firebrand,
//the initial damage does not allow a saving throw, which makes it
//useful against enemies with high reflex saves.
---Level 6:
1*: Acid Fog: 4d6 damage, save or slow move, 2d6 each round after.
//The damage on this spell is pathetic, and the slow effect allows
//a saving throw? Avoid this spell.
3: Planar Binding: Paralyzes an outsider or summons a creature.
//Used as a summoning spell, this lasts a lot longer than the vanilla
//"Summon Creature N" spells. The paralyzing option does not allow
//for spell resistance and gives a -2 penalty to the save.
2: Summon Creature VI: Summons a Dire Bear
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either. The
//Planar binding creatures are weaker, but last ten times as long.
---Level 7:
3: Summon Creature VII: Summons a huge elemental
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either.
---Level 8:
3: Greater Planar Binding: Paralyzes an outsider or summons a creature.
//Used as a summoning spell, this lasts a lot longer than the vanilla
//"Summon Creature N" spells. The paralyzing option does not allow
//for spell resistance and gives a -5 penalty to the save.
3: Summon Creature VIII: Summons a greater elemental
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either.
---Level 9:
3: Gate: Summons a Horned Devil, which is hostile if you don't have
protection from evil up.
//The two level 9 summons are pretty similar in strength, but the
//Devil is the more predictable of the two.
3: Summon Creature IX: Summons an elder elemental
//This spell doesn't last as long as it did in the original NWN, but
//you don't take xp penalties for summoned pets anymore either.
-----
D. Divination [IVD]
---Level 0:
---Level 1:
2*: Detect Undead: This spell tells you where nearby undead are.
//60 feet is a pathetically short range. You can probably see them
//just fine without the spell telling you where to look.
4#: Identify: Identifies an item.
//While identifying things through the Lore skill is more convenient,
//sometimes you actually have to cast the spell, especially if you
//didn't bother with increasing someone's Lore.
2: True Strike: Gives caster +20 to attack for 9 seconds.
//Gives you a huge attack bonus for one round. This is decent to
//cast as an Eldritch Knight or Arcane Trickster right before you
//drop invisibility or against enemies you just can't seem to hit,
//but it's rare to run into enemies that have a high enough AC to
//justify it.
---Level 2:
3: See Invisibility: Caster can see through invisibility.
//Not many enemies in the official campaign use invisibility, and
//there's an item that gives permanent True Sight (so long as you
//don't mind the AC penalty), so it's not a big deal there, but in
//other settings it's an important defense.
---Level 3:
1*: Clairaudience/Clairvoyance: Target gains +10 to Spot/Listen.
//This spell is totally useless in the official campaign. Other
//modules that make greater use of stealthy enemies or these skills
//might call for this spell, but even there it's dubious.
---Level 4:
2*: Assay Resistance: Decreases a target's spell resistance by 10.
//Not very useful in the official campaign, but in campaigns with
//lots of enemies with heavy spell resistance it might be worthwhile.
---Level 5:
1*: Feeblemind: Deals INT and CHA damage to a target with a ranged
touch attack.
//For an attack that's not guaranteed to cripple a spellcaster, it
//allows a chance to miss (touch attack), a chance to resist, a chance
//to make a will save (the ones casters are good at), and a short
//duration? Since the spells that they can't cast are forgotten until
//they rest, it's not *that* bad, but this spell is pretty weak. It
//might be useful to try and drop saving throws on Paladins and
//Blackguards.
---Level 6:
2: Legend Lore: Gives a bonus to lore skill.
//The only purpose of this spell is to give a bonus to Lore skill for
//purposes other than identifying items such as the book in Ammon
//Jerro's dungeon. Otherwise, get a bard or that level 1 identify
//spell.
4: True Seeing: Character can see hidden enemies.
//See Invisibility's bigger and better version. Works against hide,
//sanctuary, and invisibility, but not against etherealness.
---Level 7:
---Level 8:
3: Power Word: Stun: Stuns target based on hit points. No save.
//PW: Stun's only real selling point is that it has no save. With no
//obvious way of knowing how many hit points an enemy has, it isn't
//very reliable, as it does nothing against a target with 150 or more
//hit points left. It's mostly a spell to use against high level
//mages and wounded major enemies.
4#: Premonition: 30/Adamantine damage reduction, absorbs 10/level.
//Super-stoneskin. This spell makes you almost invincible against
//non-adamantine physical attacks until it goes down.
---Level 9:
3: Power Word: Kill: Kills one target with less than 100 hp. No save.
//Like PW: Stun, PW: Kill's is all about the lack of a saving throw.
//By level 17, 100 hp isn't a huge number, so the target will likely
//have to be already wounded. A decent spell for finishing off major
//enemies, assuming they're not immune to instant kill effects.
-----
E. Enchantment [IVE]
---Level 0:
3*: Daze: Dazes a target if they fail their save.